Jozzo

joined 1 year ago
[–] Jozzo 3 points 2 weeks ago* (last edited 2 weeks ago) (3 children)

I see!

I installed protontricks and read through the usage instructions

I've done protontricks-launch --appid 1086940 /home/user/Downloads/windowsdesktop-runtime-6.0.35-win-x64.exe

but it looks like it's stuck?

pressure-vessel-locale-gen: Missing locale en_US.UTF-8
pressure-vessel-locale-gen: Generating locale en_AU.UTF-8...
pressure-vessel-locale-gen: Generated locale en_AU.UTF-8 successfully
pressure-vessel-locale-gen: Generating locale en_US.UTF-8...
pressure-vessel-locale-gen: Generated locale en_US.UTF-8 successfully
pressure-vessel-adverb[101880]: W: Container startup will be faster if missing locales are created at OS level
0084:err:file:init_redirects /media/user/T7/Main/Games/SteamInstalled/steamapps/compatdata/1086940/pfx/dosdevices/c:/windows: No such file or directory

Thank you for pointing me in the right direction, I've never used protontricks before

Edit: using protontricks 1086940 dotnetdesktop7 seems to get past that point, but then I get another error

protontricks (ERROR): Active compatibility tool was found, but it's not a Proton installation supported by Protontricks.
Proton installation could not be found!

my proton is installed in a different steam library than BG3, could this cause issues?

[–] Jozzo 1 points 2 weeks ago

Yes all the others I play work fine, I have only had an issue with BG3

[–] Jozzo 1 points 2 weeks ago

Thank you, Yes experimental is the one I tried as per people's recommendation on protondb. I have also tried 9, 8, 7 but all give the same error. Putting the --skip-launcher argument in still brings me this error. I can't even get to the launcher 😭

[–] Jozzo 18 points 1 month ago

Or maybe they have the ability to make you weaker

[–] Jozzo 1 points 1 month ago (1 children)

Yep it's not near finished. This is one of those projects that's sat in my "keep an eye on it" bookmarks for a good while, I figured I'd post it to get some attention on it, because it does look very promising.

[–] Jozzo 1 points 1 month ago (1 children)
[–] Jozzo 6 points 3 months ago

Note that the attacker needs to already have access to your Microsoft 365 account to do any of this. Fuck copilot and all, but this isn't something they couldn't achieve before.

[–] Jozzo 7 points 4 months ago

Love how the free spot is "no conclave update" lol

[–] Jozzo 38 points 4 months ago (8 children)

Got hit with this in the middle of work. We only have one customer using CrowdStrike, and only staff PCs, no infrastructure. But this one is REAL bad, caused by turning your PC on, and cannot be patched - each affected PC needs to be manually fixed. Would not be surprised to see Linux usage go up after this.

[–] Jozzo 17 points 4 months ago (9 children)

One attendee and the shooter are dead

[–] Jozzo 5 points 4 months ago

It depends entirely on the company you work for. Even then, I wouldn't exactly describe the work as "chill"

[–] Jozzo 2 points 4 months ago

This would make a pretty evil Zedruu gift

 

Wanted some opinions on ways to set up triggering "on-kill" effects. In short: The player can have abilities that trigger effects whenever they shoot and kill an enemy. I'm also looking to extend abilities to enemies as well, so can't just hardcode a player reference.

Currently I'm doing it like this:

  • Enemy signals that it died -> the bullet receives this and signals that it killed Enemy -> the player's weapon receives this and signals that it's bullet killed Enemy -> the player receives this and triggers it's on-kill abilities.

It simultaneously feels like a good way to go about it but also a long mess. The other option I've considered is:

  • Each bullet has a reference to it's owner (eg. player). When an enemy dies to a bullet, it looks to the bullet's owner reference and tells it to trigger it's on-kill effects.

This way is a lot simpler to write, but is error prone eg. In cases where the bullet's owner is killed while their attack is mid-air.

Thank you all!

 

Figured I'd share this project as I don't see many that know about it! (Only available for Windows)

 

A massive asset bundle by Kenney is free right now on itch.io. It's only available for 9 more hours as of posting.

All included assets can be previewed here: https://kenney.nl/data/itch/preview/

Includes 2D, 3D, and audio assets!

87
Patch #6 Now Live! (baldursgate3.game)
submitted 9 months ago by Jozzo to c/baldurs_gate_3
54
submitted 9 months ago by Jozzo to c/selfhosted
 

For those that have never heard of it, PlanarAlly is an open-source self-hosted virtual tabletop (VTT) for TTRPG games. Here I've compiled the most important features/changes from their blog post. The full release notes are available on their GitHub: https://github.com/Kruptein/PlanarAlly/releases/tag/2024.1

Vision Blocking Update

A new vision blocking mode is introduced, called behind. It will accompany the existing vision mode which will be renamed to complete.

When behind mode is active, the shape marked as vision blocking will be rendered as if it’s not a vision blocking shape, but everything behind it will be fully obscured. This will for example allow you to have a tree trunk that is vision blocking, but still show the players what they are looking at (i.e. a tree trunk).

Notes Overhaul

There is no longer a difference between shape notes and campaign notes. Notes are now a single concept, can be attached to shapes and managed through a new UI element called the Note Manager.

It’s now possible to share certain notes to other users with granular access rights, eg. you can give view access to all players when they retrieve an item, or give a particular player a private note that only they can view and edit.

For a full overview of the new note system, check the notes documentation.

Asset Drop Ratio

Defines how assets should be scaled when dropped on the map. A drop ratio of 1 is the default, it means the asset will resize purely on it’s specified dimensions, eg. goblin_1x1 will take up 1 grid cell even if it represents 10ft, whereas a drop ratio of 0.5 will resize basilisk_2x2 to 1x1.

Context: Previously, assets would auto scale when dropped onto the grid if they have a dimension in their name, eg. goblin_1x1 would fit exactly 1 grid cell, dragon_3x3 would be resized to 3 by 3 grid cells. This was using a method based on the 5ft-system to automatically adjust this when a location had a bigger size (eg. 10ft maps would automatically make goblin_2x2 fit in 1 cell). This however would break anything that wasn't using the 5ft-system.

Dice History Improvements

The dice history will now show who rolled the dice (it was previously only shown on hover) and contains more details on the specific roll instead of only showing the final result.

47
Crash Landing (lemmy.world)
submitted 1 year ago by Jozzo to c/nomanssky
 

I accidentally summoned my freighter at a weird angle, so from the ground it looked like it was crashing down to the planet. I thought it made a pretty cool shot though! Here's some other angles:

 

I saw someone post about FediSearch, its very helpful but a little inconvenient to have to switch search engines just for lemmy, so I implemented their search query directly into my browser with Chrome's search shortcuts. Figured I'd write up a guide since this seems to be one thing a lot of y'all are missing from reddit, hope it's helpful :D

(This works for Chrome but not Firefox - they don't allow you to create custom search shortcuts.)

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